rnd(M02): extract character presenters
Work-Package: M02-RND-CHARACTER-PRESENTATION-001 Agent: sindo-main-codex Tests: presentation/input/movement/terrain/camera regressions; coordinate/streaming/docs/coordination gates; renderer dry-run 7/7 Fidelity: preserves current sandbox model/outfit and Stand/Idle/Run/Walk behavior; build-12340 parity remains unverified
This commit is contained in:
@@ -0,0 +1,95 @@
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class_name CharacterAnimationPresenter
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extends Node
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## Selects and plays the current sandbox idle or moving animation.
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## Animation import, movement simulation and model composition remain external.
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const MOVING_ANIMATION_CANDIDATES: Array[String] = ["Run", "Walk"]
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const STATIONARY_ANIMATION_CANDIDATES: Array[String] = ["Stand", "Idle"]
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## Cross-fade time retained from the current sandbox controller.
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@export var animation_blend_time_seconds: float = 0.15
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var active_animation_name: String:
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get:
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return _active_animation_name
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var has_animation_player: bool:
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get:
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return _animation_player != null and is_instance_valid(_animation_player)
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var _animation_player: AnimationPlayer
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var _active_animation_name := ""
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## Finds the first AnimationPlayer below a newly composed character root.
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## Binding null or a root without animations clears the current presentation.
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func bind_character_root(character_root: Node) -> bool:
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_animation_player = (
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_find_animation_player(character_root)
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if character_root != null and is_instance_valid(character_root)
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else null
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)
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_active_animation_name = ""
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if _animation_player == null:
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return false
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_prepare_animation_player(_animation_player)
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present_locomotion(false)
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return true
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## Presents the current moving/stationary locomotion state.
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## Returns true only when a different animation starts playing.
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func present_locomotion(is_moving: bool) -> bool:
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if _animation_player == null or not is_instance_valid(_animation_player):
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_animation_player = null
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_active_animation_name = ""
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return false
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var candidates := MOVING_ANIMATION_CANDIDATES if is_moving else STATIONARY_ANIMATION_CANDIDATES
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var selected_animation := _choose_animation(candidates)
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if selected_animation.is_empty() or selected_animation == _active_animation_name:
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return false
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_active_animation_name = selected_animation
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_animation_player.play(selected_animation, animation_blend_time_seconds)
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return true
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func _prepare_animation_player(animation_player: AnimationPlayer) -> void:
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animation_player.playback_default_blend_time = animation_blend_time_seconds
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for animation_name in animation_player.get_animation_list():
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var lowercase_name := String(animation_name).to_lower()
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if (
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lowercase_name == "stand"
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or lowercase_name == "idle"
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or lowercase_name == "run"
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or lowercase_name == "walk"
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or lowercase_name.contains("stand")
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or lowercase_name.contains("run")
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or lowercase_name.contains("walk")
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):
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var animation := animation_player.get_animation(animation_name)
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if animation != null:
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animation.loop_mode = Animation.LOOP_LINEAR
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func _choose_animation(candidates: Array[String]) -> String:
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for candidate in candidates:
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if _animation_player.has_animation(candidate):
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return candidate
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var animation_names := _animation_player.get_animation_list()
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for candidate in candidates:
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var lowercase_candidate := candidate.to_lower()
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for animation_name in animation_names:
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if String(animation_name).to_lower().contains(lowercase_candidate):
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return String(animation_name)
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return ""
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func _find_animation_player(root: Node) -> AnimationPlayer:
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if root is AnimationPlayer:
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return root
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for child in root.get_children():
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var animation_player := _find_animation_player(child)
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if animation_player != null:
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return animation_player
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return null
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@@ -0,0 +1 @@
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uid://c2jnn0e3mmymc
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@@ -0,0 +1,150 @@
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class_name CharacterAppearancePresenter
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extends Node3D
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## Composes one sandbox character model, texture compositor and starter outfit.
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## The presenter owns only nodes below the existing Visual scene boundary.
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const GEOSET_CONTROLLER_SCRIPT := preload("res://src/scenes/character/character_geoset_controller.gd")
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const TEXTURE_COMPOSITOR_SCRIPT := preload("res://src/scenes/character/character_texture_compositor.gd")
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const OUTFIT_RESOLVER_SCRIPT := preload("res://src/scenes/character/wow_character_outfit_resolver.gd")
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signal character_appearance_ready(character_root: Node3D)
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## Packed character scene used by the current render sandbox.
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@export var character_model_path: String = "res://src/resources/characters/HUMAN/MALE/HumanMale.glb"
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## Character class used when resolving the current starter outfit.
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@export var character_class_id: int = 1
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## Uniform scale applied to the composed character root.
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@export var character_scale: float = 1.0
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## Model-space yaw correction retained from the current sandbox.
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@export var character_yaw_offset_degrees: float = 90.0
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## Root containing extracted DBC and item texture inputs.
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@export var extracted_data_directory: String = "res://data/extracted"
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var character_root: Node3D:
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get:
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return _character_root
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var _character_root: Node3D
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## Loads and composes the configured character model below this Visual node.
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## A non-empty directory argument keeps the player's terrain/content root aligned.
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## Returns false immediately when no model is configured or the resource is invalid.
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func load_character_appearance(content_root_override: String = "") -> bool:
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if not content_root_override.is_empty():
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extracted_data_directory = content_root_override
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_clear_character_root()
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if character_model_path.is_empty():
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return false
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var character_scene := load(character_model_path) as PackedScene
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if character_scene == null:
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push_warning("CharacterAppearancePresenter: cannot load character model: %s" % character_model_path)
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return false
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if is_class("MeshInstance3D"):
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set("mesh", null)
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position = Vector3.ZERO
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_character_root = Node3D.new()
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_character_root.name = "CharacterModel"
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_character_root.set_script(GEOSET_CONTROLLER_SCRIPT)
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_character_root.scale = Vector3.ONE * maxf(character_scale, 0.001)
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_character_root.rotation_degrees.y = character_yaw_offset_degrees
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var character_instance := character_scene.instantiate()
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character_instance.name = character_model_path.get_file().get_basename()
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_character_root.add_child(character_instance)
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var texture_compositor := Node.new()
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texture_compositor.name = "CharacterTextureCompositor"
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texture_compositor.set_script(TEXTURE_COMPOSITOR_SCRIPT)
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texture_compositor.set("textures_dir", _character_textures_directory(character_model_path))
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texture_compositor.set("extracted_dir", extracted_data_directory)
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_character_root.add_child(texture_compositor)
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add_child(_character_root)
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_complete_character_composition.call_deferred(_character_root, texture_compositor)
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return true
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func _complete_character_composition(expected_character_root: Node3D, texture_compositor: Node) -> void:
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if expected_character_root != _character_root or not is_instance_valid(expected_character_root):
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return
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_fit_character_to_ground(expected_character_root)
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_apply_character_starter_outfit(expected_character_root, texture_compositor)
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character_appearance_ready.emit(expected_character_root)
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func _clear_character_root() -> void:
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if _character_root == null or not is_instance_valid(_character_root):
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_character_root = null
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return
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remove_child(_character_root)
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_character_root.queue_free()
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_character_root = null
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func _fit_character_to_ground(root: Node3D) -> void:
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var character_bounds := _calculate_global_bounds(root)
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if character_bounds.size == Vector3.ZERO:
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return
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var local_minimum_y := character_bounds.position.y - root.global_position.y
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root.position.y -= local_minimum_y
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func _apply_character_starter_outfit(root: Node3D, texture_compositor: Node) -> void:
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if texture_compositor == null:
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return
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var outfit_resolver: RefCounted = OUTFIT_RESOLVER_SCRIPT.new()
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if not outfit_resolver.call("load_dbcs", extracted_data_directory):
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return
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var inferred_identity: Dictionary = outfit_resolver.call(
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"infer_race_gender_from_model_path",
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character_model_path
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)
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var race_name := String(inferred_identity.get("race", "Human"))
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var gender_name := String(inferred_identity.get("gender", "Male"))
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var starter_outfit: Dictionary = outfit_resolver.call(
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"resolve_start_outfit",
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race_name,
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gender_name,
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character_class_id
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)
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if starter_outfit.is_empty():
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return
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if texture_compositor.has_method("set_equipment_components"):
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texture_compositor.call(
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"set_equipment_components",
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starter_outfit.get("textures", PackedStringArray())
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)
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if root.has_method("apply_outfit_defaults"):
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root.call("apply_outfit_defaults", starter_outfit)
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func _calculate_global_bounds(root: Node) -> AABB:
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var combined_bounds := AABB()
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var has_bounds := false
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for mesh_instance in _mesh_instances_below(root):
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if mesh_instance.mesh == null:
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continue
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var global_bounds := mesh_instance.global_transform * mesh_instance.mesh.get_aabb()
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combined_bounds = global_bounds if not has_bounds else combined_bounds.merge(global_bounds)
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has_bounds = true
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return combined_bounds if has_bounds else AABB()
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func _mesh_instances_below(root: Node) -> Array[MeshInstance3D]:
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var mesh_instances: Array[MeshInstance3D] = []
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_collect_mesh_instances(root, mesh_instances)
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return mesh_instances
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func _collect_mesh_instances(node: Node, mesh_instances: Array[MeshInstance3D]) -> void:
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if node is MeshInstance3D:
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mesh_instances.append(node)
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for child in node.get_children():
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_collect_mesh_instances(child, mesh_instances)
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func _character_textures_directory(model_path: String) -> String:
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return model_path.get_base_dir().path_join(model_path.get_file().get_basename() + "_textures")
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@@ -0,0 +1 @@
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uid://bhqbo1ftrt3a3
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@@ -1,8 +1,5 @@
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extends CharacterBody3D
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const GEOSET_CONTROLLER_SCRIPT := preload("res://src/scenes/character/character_geoset_controller.gd")
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const TEXTURE_COMPOSITOR_SCRIPT := preload("res://src/scenes/character/character_texture_compositor.gd")
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const OUTFIT_RESOLVER_SCRIPT := preload("res://src/scenes/character/wow_character_outfit_resolver.gd")
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const COORDINATE_MAPPER_SCRIPT := preload("res://src/domain/coordinates/coordinate_mapper.gd")
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const GODOT_WORLD_POSITION_SCRIPT := preload("res://src/domain/coordinates/godot_world_position.gd")
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const ADT_TILE_COORDINATE_SCRIPT := preload("res://src/domain/coordinates/adt_tile_coordinate.gd")
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@@ -29,17 +26,11 @@ const ADT_TERRAIN_QUERY_SCRIPT := preload("res://src/gameplay/terrain/adt_terrai
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@export var camera_pivot_path: NodePath = NodePath("CameraPivot")
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@export var visual_path: NodePath = NodePath("Visual")
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@export var character_model_path: String = "res://src/resources/characters/HUMAN/MALE/HumanMale.glb"
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@export var character_class_id: int = 1
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@export var character_scale: float = 1.0
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@export var character_yaw_offset_degrees: float = 90.0
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@export var animation_blend_time: float = 0.15
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@export var animation_presenter_path: NodePath = NodePath("Visual/AnimationPresenter")
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var _camera_rig: ThirdPersonCameraRig
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var _visual: Node3D
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var _character_root: Node3D
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var _animation_player: AnimationPlayer
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var _active_animation := ""
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var _appearance_presenter: CharacterAppearancePresenter
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var _animation_presenter: CharacterAnimationPresenter
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var _player_input_source: PlayerInputSource
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var _local_movement_controller: LocalPlayerMovementController
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var _terrain_query: TerrainQuery
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@@ -67,18 +58,25 @@ func _ready() -> void:
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sprint_multiplier
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)
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_camera_rig = get_node_or_null(camera_pivot_path) as ThirdPersonCameraRig
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_visual = get_node_or_null(visual_path) as Node3D
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_appearance_presenter = get_node_or_null(visual_path) as CharacterAppearancePresenter
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_animation_presenter = get_node_or_null(animation_presenter_path) as CharacterAnimationPresenter
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if _camera_rig == null:
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push_error("ThirdPersonWowController: ThirdPersonCameraRig not found at %s" % camera_pivot_path)
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else:
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_camera_rig.initialize_for_character(self)
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if _appearance_presenter == null:
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push_error("ThirdPersonWowController: CharacterAppearancePresenter not found at %s" % visual_path)
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else:
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_appearance_presenter.character_appearance_ready.connect(_on_character_appearance_ready)
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_appearance_presenter.load_character_appearance(extracted_dir)
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if _animation_presenter == null:
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push_error("ThirdPersonWowController: CharacterAnimationPresenter not found at %s" % animation_presenter_path)
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if spawn_at_tile_center:
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var spawn_tile = ADT_TILE_COORDINATE_SCRIPT.new(spawn_tile_x, spawn_tile_y)
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var half_tile_size := COORDINATE_MAPPER_SCRIPT.ADT_TILE_SIZE_YARDS * 0.5
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var spawn_local = ADT_TILE_LOCAL_POSITION_SCRIPT.new(half_tile_size, global_position.y, half_tile_size)
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var spawn_position = COORDINATE_MAPPER_SCRIPT.adt_tile_local_to_godot(spawn_tile, spawn_local)
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global_position = Vector3(spawn_position.x_units, spawn_position.y_units, spawn_position.z_units)
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_load_character_visual()
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var spawn_ground_sample := _sample_ground_height(global_position)
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if spawn_ground_sample.is_available:
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global_position.y = spawn_ground_sample.height_units + ground_offset
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@@ -106,160 +104,16 @@ func _physics_process(delta: float) -> void:
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var movement_velocity := _local_movement_controller.godot_world_velocity_units_per_second
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var horizontal_motion := Vector2(movement_velocity.x, movement_velocity.z)
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if _visual and horizontal_motion.length_squared() > 0.01:
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_visual.global_rotation.y = atan2(-movement_velocity.x, -movement_velocity.z)
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if _appearance_presenter != null and horizontal_motion.length_squared() > 0.01:
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_appearance_presenter.global_rotation.y = atan2(-movement_velocity.x, -movement_velocity.z)
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_update_character_animation(horizontal_motion.length_squared() > 0.04)
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func _load_character_visual() -> void:
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if character_model_path.is_empty() or _visual == null:
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return
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if _visual is MeshInstance3D:
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(_visual as MeshInstance3D).mesh = null
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_visual.position = Vector3.ZERO
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if _character_root and is_instance_valid(_character_root):
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_character_root.queue_free()
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_character_root = null
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_animation_player = null
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_active_animation = ""
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var scene: PackedScene = load(character_model_path)
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if scene == null:
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push_warning("ThirdPersonWowController: cannot load character model: %s" % character_model_path)
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return
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_character_root = Node3D.new()
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_character_root.name = "CharacterModel"
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_character_root.set_script(GEOSET_CONTROLLER_SCRIPT)
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_character_root.scale = Vector3.ONE * maxf(character_scale, 0.001)
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_character_root.rotation_degrees.y = character_yaw_offset_degrees
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var instance := scene.instantiate()
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instance.name = character_model_path.get_file().get_basename()
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_character_root.add_child(instance)
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var compositor := Node.new()
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compositor.name = "CharacterTextureCompositor"
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compositor.set_script(TEXTURE_COMPOSITOR_SCRIPT)
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compositor.set("textures_dir", _character_textures_dir(character_model_path))
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compositor.set("extracted_dir", extracted_dir)
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_character_root.add_child(compositor)
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_visual.add_child(_character_root)
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await get_tree().process_frame
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_fit_character_to_ground()
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_apply_character_starter_outfit(compositor)
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_animation_player = _find_animation_player(_character_root)
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if _animation_player:
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_prepare_animation_player(_animation_player)
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_update_character_animation(false)
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if _animation_presenter != null:
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_animation_presenter.present_locomotion(horizontal_motion.length_squared() > 0.04)
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func _fit_character_to_ground() -> void:
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if _character_root == null:
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return
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var aabb := _calculate_aabb(_character_root)
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if aabb.size == Vector3.ZERO:
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return
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var local_min_y := aabb.position.y - _character_root.global_position.y
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_character_root.position.y -= local_min_y
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func _apply_character_starter_outfit(compositor: Node) -> void:
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if _character_root == null or compositor == null:
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return
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var resolver: RefCounted = OUTFIT_RESOLVER_SCRIPT.new()
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if not resolver.call("load_dbcs", extracted_dir):
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return
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var inferred: Dictionary = resolver.call("infer_race_gender_from_model_path", character_model_path)
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var race := String(inferred.get("race", "Human"))
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var gender := String(inferred.get("gender", "Male"))
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var outfit: Dictionary = resolver.call("resolve_start_outfit", race, gender, character_class_id)
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if outfit.is_empty():
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return
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if compositor.has_method("set_equipment_components"):
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compositor.call("set_equipment_components", outfit.get("textures", PackedStringArray()))
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if _character_root.has_method("apply_outfit_defaults"):
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_character_root.call("apply_outfit_defaults", outfit)
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func _update_character_animation(is_moving: bool) -> void:
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if _animation_player == null:
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return
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var wanted := _choose_animation(["Run", "Walk"]) if is_moving else _choose_animation(["Stand", "Idle"])
|
||||
if wanted.is_empty() or wanted == _active_animation:
|
||||
return
|
||||
_active_animation = wanted
|
||||
_animation_player.play(wanted, animation_blend_time)
|
||||
|
||||
|
||||
func _prepare_animation_player(player: AnimationPlayer) -> void:
|
||||
player.playback_default_blend_time = animation_blend_time
|
||||
for animation_name in player.get_animation_list():
|
||||
var lower := String(animation_name).to_lower()
|
||||
if lower == "stand" or lower == "idle" or lower == "run" or lower == "walk" or lower.contains("stand") or lower.contains("run") or lower.contains("walk"):
|
||||
var animation := player.get_animation(animation_name)
|
||||
if animation:
|
||||
animation.loop_mode = Animation.LOOP_LINEAR
|
||||
|
||||
|
||||
func _choose_animation(candidates: Array[String]) -> String:
|
||||
if _animation_player == null:
|
||||
return ""
|
||||
for candidate in candidates:
|
||||
if _animation_player.has_animation(candidate):
|
||||
return candidate
|
||||
var list := _animation_player.get_animation_list()
|
||||
for candidate in candidates:
|
||||
var lower := candidate.to_lower()
|
||||
for animation_name in list:
|
||||
if String(animation_name).to_lower().contains(lower):
|
||||
return String(animation_name)
|
||||
return ""
|
||||
|
||||
|
||||
func _find_animation_player(root: Node) -> AnimationPlayer:
|
||||
if root is AnimationPlayer:
|
||||
return root
|
||||
for child in root.get_children():
|
||||
var found := _find_animation_player(child)
|
||||
if found:
|
||||
return found
|
||||
return null
|
||||
|
||||
|
||||
func _calculate_aabb(root: Node) -> AABB:
|
||||
var result := AABB()
|
||||
var has_aabb := false
|
||||
for mesh_inst in _iter_mesh_instances(root):
|
||||
if mesh_inst.mesh == null:
|
||||
continue
|
||||
var local_aabb := mesh_inst.mesh.get_aabb()
|
||||
var global_aabb := mesh_inst.global_transform * local_aabb
|
||||
if not has_aabb:
|
||||
result = global_aabb
|
||||
has_aabb = true
|
||||
else:
|
||||
result = result.merge(global_aabb)
|
||||
return result if has_aabb else AABB()
|
||||
|
||||
|
||||
func _iter_mesh_instances(root: Node) -> Array[MeshInstance3D]:
|
||||
var result: Array[MeshInstance3D] = []
|
||||
_collect_mesh_instances(root, result)
|
||||
return result
|
||||
|
||||
|
||||
func _collect_mesh_instances(node: Node, result: Array[MeshInstance3D]) -> void:
|
||||
if node is MeshInstance3D:
|
||||
result.append(node)
|
||||
for child in node.get_children():
|
||||
_collect_mesh_instances(child, result)
|
||||
|
||||
|
||||
func _character_textures_dir(model_path: String) -> String:
|
||||
return model_path.get_base_dir().path_join(model_path.get_file().get_basename() + "_textures")
|
||||
func _on_character_appearance_ready(character_root: Node3D) -> void:
|
||||
if _animation_presenter != null:
|
||||
_animation_presenter.bind_character_root(character_root)
|
||||
|
||||
|
||||
func _sample_ground_height(godot_world_position: Vector3) -> TerrainGroundSample:
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
[ext_resource type="Script" uid="uid://ltn2ko5kxvo4" path="res://src/scenes/player/third_person_wow_controller.gd" id="2_player"]
|
||||
[ext_resource type="Script" uid="uid://didjth34ut0v1" path="res://src/scenes/sky/wow_sky_controller.gd" id="3_sky"]
|
||||
[ext_resource type="Script" path="res://src/scenes/player/third_person_camera_rig.gd" id="4_camera_rig"]
|
||||
[ext_resource type="Script" path="res://src/scenes/character/character_appearance_presenter.gd" id="5_appearance"]
|
||||
[ext_resource type="Script" path="res://src/scenes/character/character_animation_presenter.gd" id="6_animation"]
|
||||
|
||||
[sub_resource type="CapsuleShape3D" id="PlayerCapsuleShape_1"]
|
||||
radius = 0.45
|
||||
@@ -105,6 +107,10 @@ shape = SubResource("PlayerCapsuleShape_1")
|
||||
[node name="Visual" type="MeshInstance3D" parent="ThirdPersonPlayer" unique_id=1028210492]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.05, 0)
|
||||
mesh = SubResource("PlayerCapsuleMesh_1")
|
||||
script = ExtResource("5_appearance")
|
||||
|
||||
[node name="AnimationPresenter" type="Node" parent="ThirdPersonPlayer/Visual"]
|
||||
script = ExtResource("6_animation")
|
||||
|
||||
[node name="CameraPivot" type="Node3D" parent="ThirdPersonPlayer" unique_id=499263249]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.7, 0)
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
[ext_resource type="Script" uid="uid://ltn2ko5kxvo4" path="res://src/scenes/player/third_person_wow_controller.gd" id="2_puy8r"]
|
||||
[ext_resource type="Script" uid="uid://didjth34ut0v1" path="res://src/scenes/sky/wow_sky_controller.gd" id="3_43ha7"]
|
||||
[ext_resource type="Script" path="res://src/scenes/player/third_person_camera_rig.gd" id="4_camera_rig"]
|
||||
[ext_resource type="Script" path="res://src/scenes/character/character_appearance_presenter.gd" id="5_appearance"]
|
||||
[ext_resource type="Script" path="res://src/scenes/character/character_animation_presenter.gd" id="6_animation"]
|
||||
|
||||
[sub_resource type="CapsuleShape3D" id="PlayerCapsuleShape_1"]
|
||||
radius = 0.45
|
||||
@@ -106,6 +108,10 @@ shape = SubResource("PlayerCapsuleShape_1")
|
||||
[node name="Visual" type="MeshInstance3D" parent="ThirdPersonPlayer" unique_id=1028210492]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.05, 0)
|
||||
mesh = SubResource("PlayerCapsuleMesh_1")
|
||||
script = ExtResource("5_appearance")
|
||||
|
||||
[node name="AnimationPresenter" type="Node" parent="ThirdPersonPlayer/Visual"]
|
||||
script = ExtResource("6_animation")
|
||||
|
||||
[node name="CameraPivot" type="Node3D" parent="ThirdPersonPlayer" unique_id=499263249]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.7, 0)
|
||||
|
||||
@@ -0,0 +1,10 @@
|
||||
[gd_scene load_steps=2 format=3]
|
||||
|
||||
[sub_resource type="BoxMesh" id="BoxMesh_character"]
|
||||
size = Vector3(1, 2, 1)
|
||||
|
||||
[node name="SyntheticCharacter" type="Node3D"]
|
||||
|
||||
[node name="Body" type="MeshInstance3D" parent="."]
|
||||
position = Vector3(0, 2, 0)
|
||||
mesh = SubResource("BoxMesh_character")
|
||||
@@ -1,14 +1,20 @@
|
||||
[gd_scene load_steps=3 format=3]
|
||||
[gd_scene load_steps=5 format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://src/scenes/player/third_person_wow_controller.gd" id="1_player"]
|
||||
[ext_resource type="Script" path="res://src/scenes/player/third_person_camera_rig.gd" id="2_camera_rig"]
|
||||
[ext_resource type="Script" path="res://src/scenes/character/character_appearance_presenter.gd" id="3_appearance"]
|
||||
[ext_resource type="Script" path="res://src/scenes/character/character_animation_presenter.gd" id="4_animation"]
|
||||
|
||||
[node name="PlayerInputRegression" type="CharacterBody3D"]
|
||||
script = ExtResource("1_player")
|
||||
spawn_at_tile_center = false
|
||||
character_model_path = ""
|
||||
|
||||
[node name="Visual" type="Node3D" parent="."]
|
||||
script = ExtResource("3_appearance")
|
||||
character_model_path = ""
|
||||
|
||||
[node name="AnimationPresenter" type="Node" parent="Visual"]
|
||||
script = ExtResource("4_animation")
|
||||
|
||||
[node name="CameraPivot" type="Node3D" parent="."]
|
||||
script = ExtResource("2_camera_rig")
|
||||
|
||||
@@ -0,0 +1,164 @@
|
||||
extends SceneTree
|
||||
|
||||
## Asset-free M02 appearance, animation and player-boundary regression.
|
||||
|
||||
const MODEL_FIXTURE_PATH := "res://src/tests/scenes/character_presentation_model_fixture.tscn"
|
||||
const PLAYER_CONTROLLER_PATH := "res://src/scenes/player/third_person_wow_controller.gd"
|
||||
const APPEARANCE_PRESENTER_PATH := "res://src/scenes/character/character_appearance_presenter.gd"
|
||||
const ANIMATION_PRESENTER_PATH := "res://src/scenes/character/character_animation_presenter.gd"
|
||||
const REGRESSION_SCENE_PATH := "res://src/tests/scenes/player_input_regression.tscn"
|
||||
const RUNTIME_SCENE_PATHS: Array[String] = [
|
||||
"res://src/scenes/streaming/eastern_kingdoms_streaming.tscn",
|
||||
"res://src/scenes/streaming/kalimdor_streaming.tscn",
|
||||
]
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
_run_verification.call_deferred()
|
||||
|
||||
|
||||
func _run_verification() -> void:
|
||||
var failures: Array[String] = []
|
||||
await _verify_appearance_presenter(failures)
|
||||
_verify_animation_presenter(failures)
|
||||
_verify_source_boundaries(failures)
|
||||
_verify_scene_wiring(failures)
|
||||
|
||||
if not failures.is_empty():
|
||||
for failure in failures:
|
||||
push_error("CHARACTER_PRESENTATION: %s" % failure)
|
||||
quit(1)
|
||||
return
|
||||
|
||||
print("CHARACTER_PRESENTATION PASS appearance_cases=9 animation_cases=10 scenes=3 player_boundary=1")
|
||||
quit(0)
|
||||
|
||||
|
||||
func _verify_appearance_presenter(failures: Array[String]) -> void:
|
||||
var presenter := CharacterAppearancePresenter.new()
|
||||
presenter.character_model_path = MODEL_FIXTURE_PATH
|
||||
presenter.character_scale = 2.0
|
||||
presenter.character_yaw_offset_degrees = 45.0
|
||||
root.add_child(presenter)
|
||||
var ready_roots: Array[Node3D] = []
|
||||
presenter.character_appearance_ready.connect(func(character_root: Node3D) -> void: ready_roots.append(character_root))
|
||||
|
||||
_expect_true(presenter.load_character_appearance("res://missing-extracted-fixture"), "fixture load starts", failures)
|
||||
await process_frame
|
||||
var character_root := presenter.character_root
|
||||
_expect_true(character_root != null, "character root composed", failures)
|
||||
if character_root != null:
|
||||
_expect_near(character_root.scale.x, 2.0, "uniform character scale", failures)
|
||||
_expect_near(character_root.rotation_degrees.y, 45.0, "character yaw offset", failures)
|
||||
_expect_near(character_root.position.y, -2.0, "character grounded after scale", failures)
|
||||
_expect_true(character_root.has_node("CharacterTextureCompositor"), "texture compositor composed", failures)
|
||||
_expect_true(ready_roots.size() == 1, "appearance ready emitted", failures)
|
||||
_expect_true(presenter.extracted_data_directory == "res://missing-extracted-fixture", "content root override retained", failures)
|
||||
|
||||
var previous_root := character_root
|
||||
_expect_true(presenter.load_character_appearance(), "replacement load starts", failures)
|
||||
_expect_true(presenter.character_root != previous_root, "replacement swaps owned root", failures)
|
||||
await process_frame
|
||||
_expect_true(ready_roots.size() == 2, "replacement ready emitted", failures)
|
||||
|
||||
presenter.character_model_path = ""
|
||||
_expect_true(not presenter.load_character_appearance(), "empty model rejected", failures)
|
||||
_expect_true(presenter.character_root == null, "empty model clears old root", failures)
|
||||
await process_frame
|
||||
presenter.free()
|
||||
|
||||
|
||||
func _verify_animation_presenter(failures: Array[String]) -> void:
|
||||
var animation_root := Node.new()
|
||||
var nested_node := Node.new()
|
||||
var animation_player := AnimationPlayer.new()
|
||||
animation_root.add_child(nested_node)
|
||||
nested_node.add_child(animation_player)
|
||||
var animation_library := AnimationLibrary.new()
|
||||
for animation_name in ["Stand", "Run", "Emote"]:
|
||||
animation_library.add_animation(animation_name, Animation.new())
|
||||
animation_player.add_animation_library("", animation_library)
|
||||
|
||||
var presenter := CharacterAnimationPresenter.new()
|
||||
presenter.animation_blend_time_seconds = 0.25
|
||||
_expect_true(presenter.bind_character_root(animation_root), "nested animation player bound", failures)
|
||||
_expect_true(presenter.has_animation_player, "animation player state exposed", failures)
|
||||
_expect_true(presenter.active_animation_name == "Stand", "stationary animation selected", failures)
|
||||
_expect_true(animation_player.current_animation == "Stand", "stationary animation playing", failures)
|
||||
_expect_near(animation_player.playback_default_blend_time, 0.25, "default blend configured", failures)
|
||||
_expect_true(animation_player.get_animation("Stand").loop_mode == Animation.LOOP_LINEAR, "stand loops", failures)
|
||||
_expect_true(animation_player.get_animation("Run").loop_mode == Animation.LOOP_LINEAR, "run loops", failures)
|
||||
_expect_true(animation_player.get_animation("Emote").loop_mode == Animation.LOOP_NONE, "unrelated animation unchanged", failures)
|
||||
_expect_true(presenter.present_locomotion(true), "moving transition starts", failures)
|
||||
_expect_true(presenter.active_animation_name == "Run", "moving animation selected", failures)
|
||||
_expect_true(not presenter.present_locomotion(true), "duplicate moving state ignored", failures)
|
||||
|
||||
var fallback_root := Node.new()
|
||||
var fallback_player := AnimationPlayer.new()
|
||||
fallback_root.add_child(fallback_player)
|
||||
var fallback_library := AnimationLibrary.new()
|
||||
fallback_library.add_animation("CharacterStandLoop", Animation.new())
|
||||
fallback_library.add_animation("FastRunCycle", Animation.new())
|
||||
fallback_player.add_animation_library("", fallback_library)
|
||||
_expect_true(presenter.bind_character_root(fallback_root), "fallback animation player bound", failures)
|
||||
_expect_true(presenter.active_animation_name == "CharacterStandLoop", "substring stationary fallback", failures)
|
||||
presenter.present_locomotion(true)
|
||||
_expect_true(presenter.active_animation_name == "FastRunCycle", "substring moving fallback", failures)
|
||||
fallback_root.free()
|
||||
_expect_true(not presenter.present_locomotion(false), "freed animation root rejected", failures)
|
||||
_expect_true(not presenter.has_animation_player, "freed animation binding cleared", failures)
|
||||
var missing_animation_root := Node.new()
|
||||
_expect_true(not presenter.bind_character_root(missing_animation_root), "missing animation player rejected", failures)
|
||||
_expect_true(not presenter.has_animation_player, "missing binding clears state", failures)
|
||||
presenter.free()
|
||||
animation_root.free()
|
||||
missing_animation_root.free()
|
||||
|
||||
|
||||
func _verify_source_boundaries(failures: Array[String]) -> void:
|
||||
var player_source := _read_text(PLAYER_CONTROLLER_PATH, failures)
|
||||
for forbidden_text in [
|
||||
"GEOSET_CONTROLLER_SCRIPT",
|
||||
"TEXTURE_COMPOSITOR_SCRIPT",
|
||||
"OUTFIT_RESOLVER_SCRIPT",
|
||||
"func _load_character_visual",
|
||||
"func _find_animation_player",
|
||||
"func _calculate_aabb",
|
||||
"_animation_player",
|
||||
]:
|
||||
_expect_true(not player_source.contains(forbidden_text), "player omits %s" % forbidden_text, failures)
|
||||
_expect_true(player_source.contains("_appearance_presenter.load_character_appearance"), "player delegates appearance", failures)
|
||||
_expect_true(player_source.contains("_animation_presenter.present_locomotion"), "player delegates animation", failures)
|
||||
|
||||
var appearance_source := _read_text(APPEARANCE_PRESENTER_PATH, failures)
|
||||
for forbidden_text in ["MoveIntent", "TerrainQuery", "ThirdPersonCameraRig", "AnimationPlayer"]:
|
||||
_expect_true(not appearance_source.contains(forbidden_text), "appearance omits %s" % forbidden_text, failures)
|
||||
var animation_source := _read_text(ANIMATION_PRESENTER_PATH, failures)
|
||||
for forbidden_text in ["load(character_model_path)", "TerrainQuery", "MoveIntent", "Camera3D"]:
|
||||
_expect_true(not animation_source.contains(forbidden_text), "animation omits %s" % forbidden_text, failures)
|
||||
|
||||
|
||||
func _verify_scene_wiring(failures: Array[String]) -> void:
|
||||
for scene_path in RUNTIME_SCENE_PATHS + [REGRESSION_SCENE_PATH]:
|
||||
var scene_source := _read_text(scene_path, failures)
|
||||
_expect_true(scene_source.contains("character_appearance_presenter.gd"), "%s references appearance presenter" % scene_path, failures)
|
||||
_expect_true(scene_source.contains("character_animation_presenter.gd"), "%s references animation presenter" % scene_path, failures)
|
||||
_expect_true(scene_source.contains('name="AnimationPresenter"'), "%s composes animation presenter" % scene_path, failures)
|
||||
|
||||
|
||||
func _read_text(path: String, failures: Array[String]) -> String:
|
||||
var file := FileAccess.open(path, FileAccess.READ)
|
||||
if file == null:
|
||||
failures.append("cannot open %s" % path)
|
||||
return ""
|
||||
return file.get_as_text()
|
||||
|
||||
|
||||
func _expect_near(actual_value: float, expected_value: float, label: String, failures: Array[String]) -> void:
|
||||
if absf(actual_value - expected_value) > 0.000001:
|
||||
failures.append("%s expected %.6f, got %.6f" % [label, expected_value, actual_value])
|
||||
|
||||
|
||||
func _expect_true(actual_value: bool, label: String, failures: Array[String]) -> void:
|
||||
if not actual_value:
|
||||
failures.append("%s expected true" % label)
|
||||
Reference in New Issue
Block a user